Altaïr
Space Stig, Master of gravity
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Team Kolibri
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To be honest, taking drag into account will really be a pain.
The drag value is something like rho×S×v^2/2, with:
- rho: atmospheric density, which decreases exponentially with altitude (don't know if that's actually like that in game though)
- S: the surface exposed to drag. It depends on your rocket, but also on the direction of the relative wind: drag will vary with your rocket orientation.
- v: speed. Because this term is squared, it makes all attempts of formal resolution a real mess.
At the moment it's not possible to evaluate all these terms, and in practice, the total delta-V lost because of drag will also depend on the trajectory you follow
Even if you manage to calculate a value, it will only be valid if you follow exactly the trajectory used for the calculation.
To be honest I don't think it's worth it
The drag value is something like rho×S×v^2/2, with:
- rho: atmospheric density, which decreases exponentially with altitude (don't know if that's actually like that in game though)
- S: the surface exposed to drag. It depends on your rocket, but also on the direction of the relative wind: drag will vary with your rocket orientation.
- v: speed. Because this term is squared, it makes all attempts of formal resolution a real mess.
At the moment it's not possible to evaluate all these terms, and in practice, the total delta-V lost because of drag will also depend on the trajectory you follow
Even if you manage to calculate a value, it will only be valid if you follow exactly the trajectory used for the calculation.
To be honest I don't think it's worth it